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charm person feels nerfed to death in this game. It used to give you an ally, who would give up info and even help you fight, but it had limits. A charmed ally would not do something it would not normally do, eg set itself on fire at your request, or betray its OTHER friends (it hasn't forgotten who its real friends are, it just added you in the mix). In BG3 and I guess 5e it seems like CP is not better than friends usually, as both give full advantage when talking, so its only use is not attacking you, which I have not tried to exploit.
But that is D&D table top. BG3 may not have coded it well, so all I can say is give it a try. NOTHING stops you other than the DM which is whether the game applied common sense anti-exploit here or not. If not, it may do what you want...
If I were dm and you did this, I would give preference to confusion, as a higher level spell, and simply tell you that someone under the confused state will attack an ally because confused, regardless of charmed. Its not a barrier that blocks attacking the caster, its a mental state that it thinks you are a friend... but when confused, the target is unable to differentiate friend vs foe vs tree vs sheep.
You're not actually addressing the question.
Confusion: causes enemies to become hostile towards each other, attack at random.
Charm Petson: causes a creature to not attack you, but it's not actually flagged as an 'ally'.
This should result in your opponents attacking only each other, since Charm Person is only broken when you or an ally harms the charmed creature.
Since none of the confused creatures are your ally, they will not break the charm, and since they are charmed, they will not attack you.
This is how you get them to kill each other.
It does seem of purely academic interest, though. It really would involve spending a giant pile of spell slots on something you can do much more easily in other ways.
Still, nothing wrong with screwing with things just to see if you can, right?
2 spell slots is a "giant pile"? 🤔
Which, as a side note, is the call I'd make as DM, since the whole point is you don't know who is who or what you should be doing so how you feel about someone, magically enforced or otherwise, doesn't matter.
But hey, try it out, let us know how it goes.
I'm not stopping you doing it if you think it's a good idea, go ahead and try it and let us know what happens if you want. If it turns out I'm wrong and confuse-charming people is actually a super-effective tactic, I'll happily admit to being wrong.
It's more about doing it for the lulz of watching them kill each other, and also the satisfaction of finally making Charm Person useful.
presumably it would be at least 3. 2 enemy, 2 charms, one confusion. Possibly multiple more charms for a larger, more interesting group: when do you ever get just 2? I mean for the whole popcorn experience of confuse several and make them all fight around you while you watch.
Charm Person can be upcast for more targets, so it's just two slots, although the most you can possibly charm with Charm Person is 6 enemies with a lvl 6 spell slut.
Confusion will make them either attack whoever is closest (or just skip their turn, feels like a 50/50)
If you then also charm the people that are confused, they will NOT attack the one who cast "Charm"
They will however still attack your allies (aka anyone in your party that was not the one casting "Charm")
Instinctive Charm works the same as if you used "Charm Person", if you charm a person that way the new caster is the one who used "Charm" and will not be attacked (aka you cannot make everyone charm the same person, only one person cant be attacked)
And trying to use Instinctive Charm to redirect an attack from a non-charmed to a charmed enemy will simply cancel the first attack but not the second (if they are dual wielding) and then charm them, but not redirect the attack
If it was already charmed the game gets confused and the attacker SOMETIMES misses his attack and nothing else happens
So you were correct, it doesnt break charm it breaks the game
But yes, if they are both confused + charmed and have no other viable target (your allies) they will fight each other
So if you want your plan to work, you need to have only one person of your party to do this
You can also do this with a Sanctuary instead of charm, though you can still use charm on top of that to make temporary allies (just have that cleric carry a potion of invisibility so they can run away out the fight safely after they did their sanctuary cast)
I would recommend to use a sorcerer as they can convert their level 1 to 3 and 5 and 6 spell slots into sorcery points which can then be converted to level 4 spell slots to get the most per-day confusion casts (your cleric wont need anything fancy as sanctuary will last for 10 turns, do be careful with sanctuary as you are blocked from it the turn after you leave it!)
If you wanna cheap out on the invis potions, you can have a 3rd member be a sorcerer and drop invisibility on your cleric and or other sorcerer if they need it (for example, after applying sanctuary or when your sorcerer cant have sanctuary yet)
And yes casting confusion does not break sanctuary, somehow, I guess youre not the one doing the damage I suppose
Currently enemies get 2 saves before the start of their turn. It is supposed to be 1 save.
Also when it actually does hit the enemies are not getting afflicted with confusion as per PHB rules. No where near it.
Waste of spell slot dont use it.